We are glad to see that our announcement has sparked a discussion about the application of soft-body physics in games, and we want to thank all of you for your input so far. We are continuously looking for new ideas and concepts to push games to the next level by using soft bodies.
Our soft-body physics engine is parallel and GPU accelerated. It differs from, e.g., Weta Digital’s Tissue in that Tissue aims at realism at the cost of performance, whereas Tendr achieves real-time performance by using a mass-spring based model. model also allows individual springs and masses to be configured, and we are aiming for support for various types of collisions with game objects.
Nearly all of our time is currently spent implementing and getting the technology working in UE4, and is progressing smoothly thanks to good documentation and structuring of the Unreal Engine. We are definitely aiming for a video showing the capabilities once we reach milestone.